Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Draconians 1.0.4 Runic Golem 1.0.4 Items Vault 1.0.3 Rare item Egos update 1.0.4 Trolls 1.0.4 Arcanum Class Pack 1.0.4 Necromancy+ 1.0.4 Extra Dungeons 1.0.4 Turtle race 1.0.4 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | MegaTurtle |
Class | Wyrmic |
Level / Exp | 25 / 48% |
Size | huge |
Lifes / Deaths | Killed by Roafdob the halfling at level 25 on the 77th Dusk 123rd year of Ascendancy at 18:23 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 50 (base 41) |
Dexterity | 13 (base 10) |
Constitution | 80 (base 37) |
Magic | 1 (base 10) |
Willpower | 49 (base 39) |
Cunning | 16 (base 10) |
Resources
Life | 1708/1708 |
Stamina | 270/270 |
Equilibrium | 45 |
Healing Factor | 1 |
Regeneration | 69 |
Speed
Mental | 0% |
Attack | -50% |
Movement | 0% |
Spell | -50% |
Global | +20% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 62 |
Accuracy | 24 |
Crit Chance | 5% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 1 |
Crit Chance | 3% |
Speed | 2 |
Offense: Mind
Mindpower | 30.35 |
Crit Chance | 3% |
Speed | 2 |
Offense: Damage Bonus
Blight | +4% |
Lightning | +13% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Light | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 109.20490246851 (60%) |
Defense | 12.05 |
Ranged Defense | 18.05 |
Fatigue | 28 |
Physical Save | 36.75 |
Spell Save | 35.75 |
Mental Save | 28.375 |
Defense: Resistances
Acid | + 40%( 70%) |
Physical | + 29%( 70%) |
Cold | + 35%( 70%) |
All | + 29%( 70%) |
Lightning | + 58%( 70%) |
Light | + 33%( 70%) |
Mind | + 31%( 70%) |
Fire | + 32%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 17% for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Megaturtle | 1.50 |
| 1/1 |
| 4/5 |
| 3/5 |
| 2/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Mega Spiked Shell |
talent | Icy Skin |
talent | Wild Growth |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by snow giant. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lost anorithil from death by white worm mass. Escort: lost anorithil (level 2 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by greater shivgoroth. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You failed to protect the repented thief from death by copperhead snake. Escort: repented thief (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 22. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Radiancepunish the pair of hardened leather boots (0 def, 3 armour) Radiancepunish the pair of hardened leather boots (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when the wearer hits(melee): 4 mind Damage when the wearer is hit: 12 light Changes resistances: +3% mind Changes resistances penetration: +5% light Infravision radius: +2 A pair of boots made of leather. |
Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | bladed iron helm of trickery (0 def, 3 armour) bladed iron helm of trickery (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Dex / +3 Cun Damage when the wearer is hit: 6 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 165.85 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | hardened leather gloves 'Corpseweeper' (0 def, 2 armour) hardened leather gloves 'Corpseweeper' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Str / +4 Wil / +3 Con Damage when the wearer is hit: 4 nature Changes resistances: +9% nature Changes resistances penetration: +10% nature Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +10 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | mule's steel ring of physical power mule's steel ring of physical power Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Fatigue: -4% Maximum encumbrance: +22 Rings can have magical properties. |
On fingers | titan's gold ring of lightning (+26%) titan's gold ring of lightning (+26%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +26% lightning Changes damage: +13% lightning Physical save: +6 Rings can have magical properties. |
Around neck | grounding gold amulet of willpower (+5) grounding gold amulet of willpower (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +14% lightning Stun/Freeze immunity: +29% Amulets can have magical properties. |
In main hand | insidious dwarven-steel longsword of massacre (32.5-45.5 power, 4 apr) insidious dwarven-steel longsword of massacre (32.5-45.5 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +23 insidious poison Sharp, long, and deadly. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | flaming steel shield of acid resistance (+15%) (6 def, 2 armour, 17 dam, 37 block) flaming steel shield of acid resistance (+15%) (6 def, 2 armour, 17 dam, 37 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.0 - 20.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.0% Block value: +37 Burst (radius 1) on hit: +11 fire When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer is hit: 10 fire Changes resistances: +15% acid Talent granted: +2 Block Handheld deflection devices |
Cloak | Pawnch's Shell (0 def, 10 armour) Pawnch's Shell (0 def, 10 armour)Requires: - Constitution 20 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +10 Talent masteries: +0.50 Race / Megaturtle +0.50 Race / Turtle Life regen: +2.50 A giant shell that once belonged to Pawnch, a turtle who dreamed of becoming a brawler. It radiates a powerful aura, and you feel protected when you are in contact with it. |
Main armor | Blindgrit (5 def, 22 armour) Blindgrit (5 def, 22 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +22 Defense: +5 Fatigue: +16% Changes stats: +3 Cun / +1 Wil Damage when the wearer is hit: 18 physical / 4 light Changes resistances: +6% light Changes resistances penetration: +15% blight Mental save: +12 Light radius: +1 A suit of armour made of mail. |
Inventory
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10.00 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
Frostfire Gauntlets (0 def, 3 armour) Frostfire Gauntlets (0 def, 3 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Changes resistances: +10% fire / +10% cold Changes damage: +10% fire / +10% cold Spellpower on spell critical (stacks up to 3 times): +5 It can be used to activate talent Cold Flames (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5.00 Travel Speed: instantaneous Is: a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 6.47 cold damage, and have a chance of freezing. These flames will also slowly burn physical and magical status effects, beneficial from enemies, detrimental form allies. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
46 alchemist agate 46 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% blight / +20% arcane It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
9 garnet 9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 243/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
11 amethyst 11 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
By Dragon Turtle the MegaTurtle Wyrmic level 17
50th Regrowth 123rd year of Ascendancy at 17:12 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 10
19th Dusk 122nd year of Ascendancy at 18:49 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 20
47th Pyre 123rd year of Ascendancy at 03:56 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 15
8th Regrowth 123rd year of Ascendancy at 15:14 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 25
51st Dusk 123rd year of Ascendancy at 21:03 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 25
34th Dusk 123rd year of Ascendancy at 06:42 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 10
7th Dusk 122nd year of Ascendancy at 23:37 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 20
43rd Pyre 123rd year of Ascendancy at 13:19 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 14
78th Haze 122nd year of Ascendancy at 16:52 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 19
40th Pyre 123rd year of Ascendancy at 13:20 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 7
2nd Summertide 122nd year of Ascendancy at 05:55 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 25
4th Haze 123rd year of Ascendancy at 07:37 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 15
1st Regrowth 123rd year of Ascendancy at 16:03 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 23
73rd Pyre 123rd year of Ascendancy at 22:12 see stats
By Dragon Turtle the MegaTurtle Wyrmic level 25
77th Dusk 123rd year of Ascendancy at 18:23 see stats
Log
Quest 'Till the Blood Runs Clear' status updated! (Press 'j' to see the quest log)
Quest 'Till the Blood Runs Clear' is done! (Press 'j' to see the quest log)
Personal New Achievement: The Right thing to do!
Quest 'Till the Blood Runs Clear' completed! (Press 'j' to see the quest log)
Dragon Turtle is invigorated by the attack!
Dragon Turtle hits Blood Master for 11 physical, 1 physical, 11 physical, 10 fire, 25 cold, 4 nature, 16 light, 16 blight, 2 physical, 3 lightning damage (total 97.06).
Dragon Turtle killed Blood Master!
Blood Master hits Dragon Turtle for 104 physical, 10 physical, 19 physical, 11 lightning damage (total 141.77).
Dragon Turtle is no longer pinned.
Talent Assault is ready to use.
Dragon Turtle speeds up.
Dragon Turtle picks up (c.): thunderous steel greatsword (23-36.8 power, 2 apr).
You pickup 0.75 gold pieces.
Dragon Turtle picks up (d.): ash starstaff of wizardry (15-18 power, 3 apr, temporal damage).
Dragon Turtle picks up (a.): healing infusion of the duelist (heal 75).
Dragon Turtle is no longer attuned.
Space around you starts to dissolve...
Resting starts...
You are yanked out of this place!
Rested for 8 turns (stop reason: dialog is displayed).
You gain 4.62 gold from the transmogrification of ash starstaff of wizardry (15-18 power, 3 apr, temporal damage).
You gain 7.15 gold from the transmogrification of thunderous steel greatsword (23-36.8 power, 2 apr).
You gain 1.11 gold from the transmogrification of healing infusion of the duelist (heal 75).
There is a Hidden compound here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...